AlbaGuBrath
"Scotland Forever"
(Okay, so this is where I'm going to store plots and ideas, maybe character sheets, other random stuff, etc. You can look through it if you want, and I welcome any comments you may have!)
- Egg Hatching - Laochan's Island
- Open-World - The Kingdom of Cunara
- ST: VOY - New Frontiers
- Sci-fi - New Worlds
- Battle for the North - Skyrim
A survival-based egg hatching roleplay. We can either have it to where I control Lao and the eggs, and your character(s) try to hatch them, or I can write for him and one of the eggs (probably the second),and then others can choose a egg to control and for others to hatch. This may get a bit confusing, but it was suggested to me as an alternative, so I'm willing to give it a shot. Once the eggs hatch, the creatures and the human(oid) characters will then go about trying to survive on the island, figure out a way off, and to discover more about what has brought them there. Laochan may become a friend or enemy to the characters, or may remain neutral.
- What is Egg-Hatching Anyway?
-
Okay, so I haven't really seen these around here, so I don't know if they're a thing or not. But here goes an attempt at explanation.
In an egg hatching roleplay, a group of magical eggs are hidden somewhere in the world. Usually, they're all grouped together in a cave/castle/glade, but they can be anywhere the plot writer chooses. Then, each adventurer comes to the eggs. Sometimes it is destiny that draws them to the location, sometimes they're simply lost, sometimes they look for them intentionally... It's all up to the roleplayer. Once the eggs are found, the characters interact with the eggs, the Keeper (if there is one, usually a guardian or protector of the eggs, sometimes accompanies the group on the quest and often has a partner of their own), and other adventurers as the eggs speak to the characters, probe their memories, read their thoughts/emotions, or however else the controller chooses. Each egg is different in appearance and contains a different creature inside. Any kind of creature can be contained in the egg. They often hold creatures like dragons and unicorns, but they can hold lions and tigers, birds and lizards, even extra terrestrials! Every egg has its own personality, view on life, likes/dislikes, and traits. Only the controller knows these traits, and they keep these in mind when roleplaying the egg (and, later, the creature) and use this knowledge to pick the partner that best suits the creature. This might not be the first adventurer that interacts with the egg, and might even be one interacting with another egg or character, but the egg eventually chooses a partner. When this happens, it hatches (sometimes spontaneously, sometimes from an order from the adventurer, sometimes physically by being smashed against rocks, however the roleplayer chooses) into a creature who will be the adventurer's partner until the end of the roleplay.
Egg? Controller? Keeper? What do all these terms mean?!
Well, like most roleplays, egg hatching has its own group of terms describing different elements of the roleplay, but they're pretty self-explanatory and aren't hard to learn.
Controller- The user who roleplays the eggs and the creatures they hatch into, usually the GM and/or a partner. They may also roleplay an adventurer if they so choose, but they may not choose from any of their own eggs. They often only roleplay two to three eggs at the most, as more than this can become very overwhelming.
Creature- refers to the creature inside the egg. Can be anything the author chooses, but it has its own mind and will, and is always controlled by the controller. They often, but don't always, have a telepathic connection (varies in strength and abilities) with their partner and/or the other creatures.
Egg- The egg is one of the most important elements in one of these roleplays. Without the egg, and the creature inside it, these roleplays would be no different from the usual 'people on a quest' ones you see on the boards. The appearance of the egg varies tremendously from the others and from story to story. They can be any size, any color, any texture, and have any properties the author chooses. Be creative! Often, the egg's appearance offers a clue to the type of creature inside, but this isn't always the case. Eggs can communicate in a variety of ways, the most common being telepathy and verbal communication, but new ideas are always welcome.
Keeper/Guardian- A character, often roleplayed by the author of the plot or one of the controllers, who protects the eggs from those who would do them harm or who do not belong in the cave/castle/whatnot. Sometimes they accompany the adventurers on their quest, sometimes not. They're often very attached to the eggs, and may have a partner of their own.
- Setting
-
The late 18th century, an unknown, hopefully uninhabited island somewhere out in the ocean. Storm clouds are receding, leaving their destruction behind in the form of debris scattered on the beach, broken trees, and drenched strangers. The remains of a ship are pinned against the rocks, but to reach it, the steep and slippery cliffs must be scaled, and there is no promise that anything is salvageable. There is a large cave nearby, maybe this is shelter? A stone blocks most of the entrance, but a person can still squeeze through, though maybe with some difficulty.
Inside the cave is a huge room with natural alcoves lining the walls. Many of them are empty, but there are three that have strange objects inside them. A little boy sits cross legged in the center of the cave, his eyes closed. He is dressed in faded plaids and holds a little knife at his side. His eyes are light brown and he has longish red-brown hair plastered against his face. He appears to be soaking wet.
- Plot
-
The characters have all appeared on this island, confused and disoriented. They all come from different places, maybe even different times, and none of them know each other. But one thing is certain, this is not where they were last they can remember. Nobody knows how or why they were brought here, but such questions must wait until the group can find shelter, because the effects of the storm are apparent, and they don't want to be around when it returns. To their knowledge, nobody knows that they are there, so rescue is doubtful. They will have to do their best to survive until they can return home.
It is unknown how the strangers are brought to the island, especially considering that some are pulled from times far past and yet to come, but after the eggs have hatched, a way is provided for them to return home. However, whatever it is that brings them there apparently doesn't have a good sense of time, leaving the individuals to remain on the island for anywhere from a few weeks to a year or more.
- IC Intro
-
The boy sat in the center of the cave, listening to the storm as it raged overhead. The winds howled and the trees moaned, but Laochan wasn't frightened. He enjoyed the storms and was tempted to lift his voice and sing along with the frightful wailing, but he felt that this was no ordinary storm. If this one was anything like the last blow that wracked the island, there would be a few strangers arriving on the sands. He opened his eyelids just enough to peek out at the alcoves holding their strange objects. Only three. Yes, surely they would all be taken, and he could rest. Once the storm ceased and they awoke… Then they would come.
A new sound startled him from his thoughts and he opened his eyes to see a shape block the the light streaming in from under the rock blocking the entrance. He tilted his head to one side and listened carefully. The wind had stopped and the birds were beginning to sing again. It is time. he thought to himself.
He stood and planted his bare feet in the sand and crossed his arms before his chest. He waited until everyone has entered, then spoke for the first time, though his twisted mouth did not appear to form the words the strangers could hear, as though he was saying something else. His voice sounded as though it should come from someone a few decades older, and it carried a bitter edge strange for one his age. "You are here for a reason, strangers." He said bluntly, staring hard at the newcomer "Why?" His little mouth twisted wryly and he tilted his head forward, maintaining eye contact the whole time. "Wouldn't you like to know?" He threw his head back and cackled for a moment, then reassumed his grave demeanor and looked back at the strangers. "You are here because I am. That doesn't make sense, I didn't mean for it to. But you are stuck here. Maybe help will come, maybe it won't. But the only way you're going to make it that long is if you get help. One of these…" He paused and spread his arms to the sides, indicating the strange objects "One of these belongs to each one of you. They will be your help. Go. Speak to them. If they like you, they will help you. If they don't…" He grinned darkly and assumed an innocent appearance "I don't know what will happen. Have fun…" With that, he sat back down and closed his eyes as though the strangers never even existed.
- Characters
-
Laochan - Laochan appears as a young boy, about seven years old, sitting lonely inside the cave. However, he is several decades older than he appears, as evidenced by his hard voice, embittered by his ordeal.
Before his experience, Laochan was a normal, happy little boy living with his mother and father. They had a little home and farm tucked in the mountains, far away from the roiling and turbulent times that swept across the lands.
However, they could not stay isolated forever, and one day they heard news of laws forbidding their way of life. The boy's father was furious, and swore then and there that he would not yield to such a law. The authorities came once, twice, even thrice, and gave him a fine, which he paid stoically. However, when they came a fourth time, it was with a warrant ordering him to be deported.
The man accepted the order dispassionately, refusing to demean himself with a futile rage against society, but he didn't know that his "little hero" was less aware of the situation. The boy was terrified and angry, and he broke away from his mother's arms to charge the men with a little knife. He injured one that was surprised by his sudden assault, but the other kept his head and immediately gave chase.
This was not what the boy expected. He stood and faced the man for a brief instant, but instinct overcame his fantasies of heroism, and he took to his heels. He ran for a long time, accustomed to running due to numerous foot-races with the other boys, and darted through the familiar countryside to throw off his pursuer, but he could not elude him for long. Finally, completely exhausted, the boy sought shelter on a narrow ledge just under the lip of a steep slope.
He clung tightly to the rocks, staring into the sky, expecting every flitting shadow to become the man, but though he came near, he was never found. Relief rushed through the boy's mind and he began to scramble back onto firm land, but as he did, he lost his grip.
He hovered between standing and falling for a brief moment, windmilling his arms for balance, but it was a losing battle, and he plummeted into the cold loch below. As he struggled to stay afloat, the desperate boy sent out a mental prayer, a plea to anyone, anything, that could help him.
I want to live, don't let me die. Help me!
However, the wrong ears heard his pleas. A fairy was nearby, casually observing the happenings. It remembered this boy. Seven years ago, a fairy had appeared at this child's birth. As his mother slept, it slipped into their home and began to take the soundly sleeping child away. But, just before it made it away with him, the boy awoke and began to shriek. His father awoke and dove toward them with a steel blade, reclaiming his child and seriously harming the thief in the process.
The creature's thirst for revenge caused it to hatch an awful plan. It would make the child pay, forget the consequences. As soon as the last bubble of air burst above the surface, the creature snatched the boy from the water. It placed a curse upon the unfortunate lad, condemning him and the spirits of many creatures to remain trapped inside a distant cell until the curse could be broken. It could be broken, of course, all spells can, but the cruel fairy was sure that this was one that would remain in place.
Laochan resides in a cave on an unknown island, trapped inside with many creatures, not physically aging with the decades that have past. Most of the creatures have been hatched, but the remaining three can only be released when their destined partner comes to free them. When they are released, Laochan will be as well.
Egg 1 - In the first alcove, there is a tiny, glowing sphere. It appears to float above the stone and emits a light that cycles through various colors, though it is usually white. It hovers up and down, and sometimes darts around the alcove, though it can't leave it. It evokes different emotions in different individuals, but it normally makes them feel full of peace and hope. Sometimes, however, it causes feelings of fear and loneliness, and often a sense of betrayal.
Egg 2 - In the second, there is a large egg covered in blue scales and a dark ridge on the back, and soft tawny fur speckled with dark spots on the forward side. A muted sound emits from inside, though it is hard to hear. It is best described as the sound of many baying dogs.
Egg 3 - The third alcove contains a medium sized egg covered in a brownish grey hide. It is wet to the touch and is very cold. It smells of salt and fish. A faint voice can be heard floating from inside, it is hard to tell if it is wailing or singing. Which voice is heard is believed to have something to do with the person's impressions of the egg and state of mind, though gender may also have something to do with it.
This is a kingdom for a roleplay that I never actually got to use, but I obviously spent a long time working on, so I'd like to use it now. I have a character for Aldair, but also have ideas for others as well. This can either be an open-world, so characters are free to wander and explore without any overarching plot, or we can discuss a plot together. New ideas to add to the kingdom are welcome!
- World Description
-
Cunara is an ocean kingdom comprised mainly of kelpies, selkies, and merfolk, though some land-folk call it home as well. It is found in the western part of the continent and is comprised of the Western Ocean and the islands and villages along its shores. The capital of the kingdom is Aigeann. It is the largest city of the kingdom and is the home of the current chieftain. Iasgair is the next largest city and is a cultural hub, as it is located in shallow waters and has transport and accommodations for land-folk and sea-dwellers alike. Minor cities include Tonling and Sruthla, and the fishing village Civeltah.
Much of Cunara is located deep in the ocean and is largely inaccessible to land-folk. The water is generally warm, though of course it grows cooler in the depths. The very deepest part of the ocean is a region called Aibheis and is believed to be home to terrifying monsters and ruthless vagabonds. No sea-dweller who values their life dares to venture there, save in times of grave desperation. A multitude of flora and fauna live in the waters and are free to the use of any inhabitant of Cunara provided it is not sentient and that no part is wasted.
- Places
-
There are four major regions in Cunara, each the main home of a particular group of citizens, though any citizen may live where ever they wish. In the northern part of the kingdom is Cogach, where many kelpies come from. In the western waters is Mharoi, the ancestral home of the merfolk. Civeltah is located on the eastern shores and is home to most of Cunara's land-dwelling citizens. South of Civeltah is Ronmar, the home of the selkies.
Civeltah
Civeltah is the main fishing village of the kingdom and is centrally located on the shores of the Western Ocean. It is not a large settlement, but it does have a decent population and make a comfortable living by fishing, gathering shellfish, and trading. It is very close to Iasgair, and so is the destination for citizens making tribute or preparing to make an appeal. This is where most ordinary land-folk citizens live, though some sea-dwellers who prefer their land-form choose Civeltah as home. It is a tight-knit community and is known for its periodic festivals which bring together both sea-dweller and land-folk alike.
The fishing waters that produce much of Civeltah's livelihood are found north of the settlement and contain many species of sea-life. These waters are reserved for the fishing of Civeltah, but they are closely monitored to ensure that the harvests are being used and recorded, that no protected species are being harmed, and that the waters are being satisfactorily cared for.
Cogach
Glasman is the regional capital of Cogach. It is found in one of the sea-lakes located in the central island, though it has expanded to allow its business and government sections to be easily accessed inside the ocean itself. Many of its residents still live inside the lake, however, and travel through the underwater cavern that connects it to the outside world. Aldair Wave-Rider is from this city, and it is the heart of Clan Glasmuin's power.
Fograch is a settlement that most Cunarans don't wish to talk about. It is located in the farthest northern marshes of the kingdom and is home to Cunara's less respectable citizens. Crime is rampant here, despite all efforts to curb it. After pouring many resources and law officers into the project and consistently losing them, the government has eventually been forced to accept the settlement's existence and have developed an uneasy agreement of leaving it alone as long as it doesn't encroach further into the kingdom. It has a "government" of its own and follows its own laws. The taboo against feeding on sentient beings is not necessarily recognized here and travelers wandering the nearby forests and marshes would do well to beware.
Mharoi
The Aibheis is found in the farthest western reaches of Cunara, where the water suddenly drops into a deep, black expanse further than any eye can see. The temperature drops significantly when approaching the place and visibility is poor. A frightful dread surrounds the waters and is often believed to be home to terrifying monsters. There has not yet been a proven sighting of the monsters, but the folk of Sruthla often tell of curious children disappearing after venturing too close, of terrible noises rumbling up during the nights, and can point out scrapings and remains left on the ridges, though none will dare go near them. Even those who don't believe in the monsters hesitate to approach and regard it as a dangerous region home to desperate outlaws.
Aigeann is the capital of Cunara and the largest city in the kingdom. It is a beautiful city, filled with gorgeous works of art and stunning architecture. Before the kingdoms were unified, it was the royal seat of the merfolk, and now houses the chieftain and his family in the massive palace found in its center. Only the most wealthy citizens live in Aigeann, and even those living in the outer ring are held in high standing by other citizens. It is located in the southwest of the kingdom in a deep valley.
Sruthla is a small town located northwest of Aigeann, near the borders of the Aibheis. It once was a thriving community, but has since fallen into disrepair and is home to only a few residents either unable or too stubborn to leave. Superstition thrives in this community and its residents will do almost anything to protect themselves from Ragnar, the beast living in the depths. Many of its residents are very poor, and since the nearest city is wealthy Aigeann, a small refugee camp has formed outside of the city walls for those fleeing Ragnar.
Ronmar
Iasgair is the second-largest city of Cunara. It is located among the reefs in the shallower waters southwest of Civeltah and accommodates any species that comes to visit or to stay. This is where the kingdoms embassies and universities are located, as well as its libraries and artistic centers. The selkies called this home during the days of the War, and still make up a large part of the population, though many others live there as well. It is the most integrated of all the cities between sea-dweller and land-folk, as both live and work side by side on a daily basis. The kingdom's courts are found here and is the destination of any land-folk who have a grievance or request to make of the courts. It is also a destination of many scientists come to study the abundance of flora and fauna found in the nearby reefs.
Seanchar is a southern town in Ronmar and is known for its cultural centers. While not as large as Iasgair, it is a popular destination for musicians and poets seeking to lean their trade. Its citizens take great pride in this town and the history it shares through its artists and museums. A small group of selkies live nearby, preserving the traditional customs and values in their way of life.
Other
Tonling isn't actually part of Cunara, but a population of sea-dwellers lives there, so it will be mentioned briefly here. The city is located in the center of Dorcha Swamp, within elven territory. When a citizen of Cunara is banished, they must leave the kingdom and find another place to live. This is not a big problem for land-folk, but it poses a challenge to sea-dwellers who must remain near water. There are multiple lakes, rivers, and swamps in the land, but Dorcha Swamp is the largest and attracts the most exiles, to the annoyance of the local dark elves.
- Government
-
The kingdom is ruled from Aigeann by the Chieftain, currently Aldair Wave-Rider of the Clan Glasmuin. At the passing or overthrow of a Chieftain, one champion from each clan travels to Aigeann and is tested by a council to win the right to rule. The challenges set before them are tests of strength, bravery, and wisdom, and theoretically are the entire basis of the council's decision, though it is well-known that wealth, power, and politics often play more than a minor role.
Once a chieftain is in power, his (or, rarely, her) word is law. However, because both history and culture emphasizes the mutual obligation between ruler and subject, a chieftain would be ill-advised to attempt to become a tyrant. The courts of law are granted complete protection from royal interference and do sometimes give the citizens leave to rebel if the reason is sufficient. However, rebellions that have not been given legal sanction, while sometimes treated gently by the courts, do not receive protection and may face legal retribution.
The major laws set in place by the Chieftain are as follows:
1. No sea-dweller is to bring harm upon another. If the damage is to property, then the property must be restored or replaced and an additional penance of equal worth must be paid. If the damage is physical, then equal damage will be done to the offender. If it is honor that has been damaged, the offended may challenge the other to a duel according to his specifications. If damage is done to a non-citizen, then a minor fine must be paid.
2. When the conch-horns call the kingdom to battle, no strong male may refuse the summons, unless he has been given specific leave by the courts to do so. Most commonly, this leave is granted only if the court determines that his absence would leave his dependents in poverty, though in rare cases it has been granted for political or ethical justifications.
3. Treason is punishable by death or banishment. "Treason" is defined as rebellious or detrimental words or acts against the Kingdom of Cunara, her Chieftain, or her citizens, whether done openly or in secret. The court holds the right to investigate any group or individual suspected of treason, but also has the right to refuse to persecute if they have been granted protection by the courts. If a citizen is found guilty by unanimous consent, then the punishment is death, but if only by 75 percent, then by banishment. If a strong majority opinion cannot be obtained, then the individual is considered innocent until evidence can be produced to prove their guilt. A case may be picked up and reexamined at any time if the evidence warrants it.
4. When any plant or animal of the sea is harvested for use, it must be done humanely and must not be wasted. Cunarans live at one with the sea and take great pains not to anger it. Cruelty to a living being is one of the greatest crimes that can be done, worse even than treason. Severe fines and incarceration are the usual punishments for cruelty or wastefulness, but multiple offenses or especially malicious crimes may occasionally be punished as closely as possible to the action of the crime.
5. Any land-folk living in Civeltah or any of Cunara's holdings must pay a tribute to Aigeann for the use of Cunaran waters. This most commonly is a tribute of gold, but a portion of manufactured goods, the harvest, or labor is also permitted. Tribute is a percentage of the yearly earnings of a household and is collected yearly on the winter solstice. If a household is going to be unable to pay, they must travel to Iasgair or send a messenger to plead their case and work out an arrangement before the time of collection. If tribute is not sent within two weeks of failure to collect, the debtor loses all rights to Cunaran territory and any protections they may have been granted by the kingdom. If the debtor has connections among the sea-dwellers, the debt may be paid by a wealthy citizen of Cunara. However, they may not offer sanctuary for any that has been exiled.
- History
-
Cunara has been home to sentient sea-dwellers for many, many centuries, though it has only been a cohesive unit for a few of those centuries. Originally, there were only very small groups, scarcely even tribes, of beings wandering the open seas or huddling on the sands in an effort to scratch out a living. Other sea-dwellers were so rare that a family group could easily go many years without ever seeing another, and never see a member of another species, as the three species lived in different regions. It was easy to believe that no other species existed.
Time went on and the sea-dwellers learned and improved their lives until they were no longer scrounging, but flourishing. As the family groups became larger and more prosperous, they gradually became tribes, then clans, then kingdoms. Eventually, the kelpies left their lakes, the selkies their rocks, and the merfolk their depths in search of resources to support their growing civilizations. Unfortunately, this lead to a great and terrible war between the three civilizations, ending only when no kingdom had the strength to muster even a small army and a reluctant cease-fire was enacted. The three withdrew to their original habitats, no longer needing the space they had sought, as their populations had been severely reduced.
As they limped their way homeward, the seeds of bitterness were planted in the hearts of many of the belligerents. Tales were told and passions flared when each returned home and before long, every young one knew who the enemy was, even if they didn't know why. Once again, it was rare to encounter one of the other species, and it was not wise to express a desire to. Each group lived in fear and hatred of the other, always expecting them to attack, and preparing to strike first.
Finally, just like their fathers and grandfathers before them, an entire generation of sea-dwellers gathered together to wipe out one another, this time for good. Victory had been stolen away before, they said. Nothing will stop us now, we will avenge our dead. However, while many of the sea-dwellers lined up to fight and die, some began to have second thoughts. The exact same thing had happened before, and only succeeded in nearly destroying everyone, so why should it be successful this time? They encouraged citizens and officials to end the fighting and negotiate, but were always given the same resounding denial, and often faced legal attacks.
It appeared that the war would never end, until, according to tradition, a young mermaid called Cunara managed to win the hearts of the people. She travelled from kingdom to kingdom tending to the wounded, bringing meals for the hungry, and speaking gently to all she met. One day, the chieftain of the kelpies was mortally injured and none could help him. The chieftain's wife had heard of the mermaid's healing talents, for there were many reports of her beautiful voice binding up even the worst wounds, and she sent for her against his wishes. When she arrived, the chieftain ordered her to leave and shouted his anger against all in the room and refused to let his "enemy" come near. So, Cunara began to sing. As her sweet voice floated around the room, everyone became calm and happy, even the chieftain's protests subsided, and the wounds began to become whole again.
When her voice fell silent, the chieftain's court crowded around him, marveling that his horrible injuries appeared to have never existed. Quietly, Cunara slipped away and headed home. However, the act of healing had taken much out of her, for it was part of her own life-force that went into mending the wounds, and she died outside the gates of the kelpie city. The citizens mourned her, for she had brought much joy and hope to those crushed by the war, but the chieftain remained impassive. Slowly, he regained his strength and prepared to return to war.
But as he neared the battlefield, he felt a twinge where the wounds had been, and he remembered the generosity of the mermaid. Secretly, without the knowledge of his men, he travelled to the merfolk camp and spoke to its leader. He, too, was weary of war and saddened by the loss of one of his own, and agreed to speak with the selkie leader the next morning. Another cease-fire was called, to the relief of the soldiers, though none would admit to it, and the leaders met on neutral ground to discuss terms. They were still distrustful of one another and rankled at the thought of giving way to their former enemies, but finally a peace treaty was reached.
Embassies were set up in the three kingdoms and slowly the mistrust and suspicion began to fade and was replaced by friendship and cooperation. Finally, a century after the end of the war, it was decided that the three should become one kingdom and was called Cunara in honor of the gentle mermaid. - Species and Culture
-
Cunara is home to multiple cultures, mainly those of the sea-dwellers, but to land-folk also. Most land-folk live in Civeltah or any of the small settlements dotting the shores, but many also live in Iasgair. This is the only major city easily accessible to the land-folk and is the home of Cunara's embassies and courts. Occasionally land-folk can be found in one of the minor cities or in Aigeann, but this is not a particularly common occurrence and is nearly always temporary. Due to this isolation, most citizens of Cunara are at least generally wary of land-folk, either slightly suspicious or frightened. They are intensely proud of their kingdom and are usually content to stay within its reaches. When fortune dictates that a Cunaran must live within another kingdom, they may adapt to their new life, but often cling to aspects of the old. Some Cunarans are very resistant to change.
Merfolk are arguably the oldest race in the kingdom, traditionally living in the depths before the kelpies and selkies migrated into the ocean in the days before the Great War. They are known for their charm and charisma, and make up some of the kingdom's greatest diplomats. They are the most rational of the three and can be counted on to be the cool head in any situation, especially in contrast to their hot-headed brethren. Because of their native origins, some merfolk may give themselves airs over the kelpies and selkies, though many others are happy to count all as equals.
Like all sea-dwellers, merfolk have the ability to take a land-form once they have dried, though they must return to water periodically. This land-form looks very much like their natural form from the torso up, though some slight variations do sometimes occur. They are talented with their voices and can use them for a variety of purposes. They generally have a natural predisposition to a particular area, such as charm, healing, or manipulation, but can train themselves in any area. However, because mastery takes so much time and training, no merfolk may become master in more than one talent, though they may become proficient in up to three.
Kelpies are the most belligerent race in Cunara and have won much fame for their strength and courage in war. They value honor about all else and often distain those they consider weak. However, they are intensely loyal and very dependable, once their loyalty has been earned. They are sometimes blind to the shortcomings of themselves or their leaders and can be very hard-headed. They are very direct in speech and thought, pulling no punches and fearing no disapproval, and are natural leaders. While they are generally distrustful of outsiders, they tend to side themselves with their more peaceful cousins, the selkies.
While in their natural form, kelpies appear as horses with the lower body of a sea creature, nearly always a fish or whale, though on very rare occasions another creature may appear. This is generally considered either a great blessing or great curse, and kelpies with this distinction are treated accordingly by their folk. In their land-form, they appear either as a beautiful or handsome human or as a powerful horse. It can be difficult to tell the difference between a human and kelpie in this form, but certain traits such as water plants in the hair or mane, backwards or deformed feet or hooves, unnaturally sharp teeth, or strange-looking eyes can indicate a kelpie. They have the ability to capture any being that touches them in order to feed, but most civilized individuals do not feed on sentient beings any longer. Hunting of land-folk is forbidden by law but not regularly enforced except in populated regions, but most kelpies eat sea-life instead. Kelpies can only stay in their land-form for a couple days without returning to water, at least for a few hours.
Selkies are seal-folk and are related to the kelpies. They are more peaceful than the kelpies, but are just as fierce when provoked. They hold many of the same values as the kelpies do, holding up honor and courage as great virtues, but they are more relaxed and accepting of other cultures. They admire beauty in all forms and have created many of Cunara's great works of art. They are especially fond of story and song, as this is their preferred method of gathering and sharing their history and culture and proudly share them with anyone who takes an interest. They are often very light-hearted and friendly to others. However, they rarely leave their waters and when they do, they are very wary of those around them, as they are the only ones that can have their ability to return to the sea taken away from them.
Selkies appear as some sort of seal while in their natural form. They have the ability to take the upper body of a human as the merfolk do, but this is not a common practice. They do, however, have appendages on their fins that serve as fingers. In their land-form, they appear fully human and are often very attractive. They have large, expressive eyes and a bright smile. Males often have facial hair. Most have dark eyes and hair, though this varies. Selkies are the only sea-dwellers that have the ability to remain on land indefinitely, but they must be very careful, as when they shed their seal-skin to walk to land they can become trapped if someone steals it. When this happens, the selkie is bound to the individual and is under their power until they can retrieve their skin in whatever manner they may.
Twenty(?) years ago, something miraculous happened. After being stranded for seven long years on the other side of the galaxy, the crew of the USS Voyager finally returned home. They were welcomed back with open arms and many have returned to their lives at Starfleet. However, after seeing the wonders of the Delta Quadrant, some found their old roles to be somewhat mundane. One of these individuals was a certain Thomas Eugene Paris, then a Captain, who began working toward a project to further explore the Delta Quadrant.
This project involved mapping out a route via wormholes and using improved warp technology to reach the Delta Quadrant and establish bases there for further exploration and diplomacy. The project was recently completed and Starfleet is sending its first crew over, including some from the Voyager crew. It is unknown what sort of situations and challenges they will face, but most are eager to explore this new frontier.
This is a work in progress, I'll be adding more stuff as I go. I also know there are some shaky bits in here (and possibly my getting too crazy with ideas here), so if you have suggestions on how to improve, please let me know.
Basically, the idea is that there is a species, called the Shiekin, and there is a group of them (maybe a political faction, or religious sect) that consider the gathering and use of knowledge to be the purpose of life. This has been the case for many years, and upon reaching adulthood, each individual chooses a specific skill or area of study that they will then devote their lives to understanding and putting their learning to use. However, there has recently been a shift to where this was discouraged, and finally forbidden. The remaining scholars met in secret and devised a plan to locate a habitable planet, load up a ship with supplies, and evacuate there until the political climate was safe for them again. However, their plans were leaked to the Myhtra (sort of like the Thought Police, which is scary because all of these beings are naturally telepathic and use it for communication) and they had to leave much sooner than they intended and with limited planning.
They struggle to find a habitable planet, but finally manage to find one and land on it. This planet is Earth, but there are no humans and haven't been for a couple decades (I have no idea how long, just guessing here. It's been long enough that most things are in a state of ruin, but not to the point that they're unrecognizable). The roleplay would be about the struggle for survival (unfamiliarity with plants and wildlife, trouble with climate, etc.), their attempts to understand what sort of culture lived here before them and what happened (especially their understanding/misunderstanding of humans, since they have no previous knowledge of them), and trying to build a new society.
- Physical Attributes
-
The Shiekin are about four to five feet in height, with long limbs in proportion to their bodies and large heads. Their skin is typically lavender colored, though the shade varies somewhat according to individual, ranging from very pale to nearly purple. The difference is genetic, but appears to make no difference in the health or survival of the individual.
Shiekin begin their lives with very dark hair, most commonly black or brown, though red does also occasionally appear. Eventually, it lightens to a rusty red color, or pale orange in the case of those born with red hair, and finally to silver or white with old age. Their irises are very thin, barely visible around their pupils, but are colored the same as the individual’s hair. They too change with age.
The pupils of the Shiekin are very large to catch enough starlight to see, and can range in size from tiny pinpricks when faced with bright light to the point where they almost fill the entire eye. This latter is commonly used as an intimidation device and can indicate great concentration, effort, or alertness. Adrenaline has a similar effect on them as it does on humans.
The facial features of the Shiekin are humanoid, but more harsh and angular. Their ears appear to resemble a human’s from the middle down, but quickly taper off at the top, then sweep backwards into a scythe-like shape.
Around these curl a great pair of ram-like, dark purple horns. Each hand and foot has three digits, similar to the first three digits of a human’s hand or foot, but balanced for the entire extremity. They are quite dexterous with these digits and are very technologically and artistically advanced.
Shiekin can live for up to about two centuries, but they commonly only make it into the 170’s. Once a Shiekin reaches physical maturity, very little changes as they age, except for an ebbing of energy. Physical and mental strength and resilience, however, remains unchanged by age. In fact, by virtue of increased time and experience, elderly Shiekin are the most powerful of all in regards to mental strength. They have less reserves of energy than the young do, so their ability to use telekinesis wanes, but their mental offence and defense, ability to sense thought and emotion, and, to a limited degree, ability to manipulate their environment, increases.
Shiekin begin maturing around thirty to forty years of age, and are fully grown by the time they have reach fifty. During this time, the hair and eyes begin to lighten to their adult color, the horns, which are only tiny, pale nubs on the temples at birth, become larger, darker, and more twisted, and a dark purple ridge appears on the back of the neck of males.
Males are thicker-limbed than females, but are slightly shorter. Females are thinner and longer of limb, and are more swift and agile than males, though males are stronger.
- Abilities/Limitations
-
Shiekin are very frail physically and unable to do much that requires large amounts of strength or stamina, though they are quite nimble. Most of their strength lies in their telepathic abilities, which increase with age and can be used for simple telekinesis and environment manipulation. The power and complexity of the action determine the amount of energy and strength required for it to be successful.
In the modern age, telepathic abilities are mostly used for social interaction or performing basic tasks. This works somewhat like how people's attention and interaction works. They are generally aware of other beings around them and can feel their presence, but are more aware of the surface thoughts and feelings of the being they are focused on. It is possible to enter another being's mind, but it is extremely difficult to do so without being noticed and can result in mental warfare, which is the invaded putting up mental blocks and the invader trying to bypass them. (If you've read Eragon, the process of entering/defending a mind is similar to that.)
Culturally, it is considered extremely offensive to enter a mind without permission, and each individual has a variety of levels that different groups of people are able to enter. At the closest level, usually only found in a married pair, two minds co-exist in one head, with each being completely aware of the other's thoughts and emotions as though they were their own. These can be limited or blocked, but with less success than with strangers. The link can exist across longer geographic distance depending on how closely the minds are linked.
- Problems with Earth
-
- The days and years are much longer on Grethor than on Earth, so it is originally difficult to judge time and adjust the biological clock. Eventually sleep patterns adjust to basically just having brief naps dispersed throughout the day rather than sleeping for an entire night. This may potentially cause problems for their bodies, or they may adjust without problem.
- Flora and fauna are very different to those on Grethor, and are a challenge for the survivalists to work with. They can use some of their knowledge and techniques, but not all of them. There may even be principles that are helpful to follow on Grethor that are harmful on Earth.
- Shiekin have sensitive skin and eyes, coming from a planet with a distant sun (and being nocturnal even there), so the sunlight on Earth is far more difficult to deal with and can be fatal after prolonged exposure.
- The Shiekin may try to co-opt some of the existing structures remaining from the time of humans, but may face difficulty because of their size. The structures are also not entirely stable, and Shiekin architectural techniques may be different from those of Earth, making it difficult to deal with.
- Any written text will be in a language foreign to them. If a linguist is present, they may be able to use their studies and commonalities to decipher a bit, but who knows how accurate it will be.
- Most of the land on Grethor is broken up between many small islands. If the group ends up on a large continent, it may be easy for them to become disoriented and lost.
- Other stuff I'll add....
- The days and years are much longer on Grethor than on Earth, so it is originally difficult to judge time and adjust the biological clock. Eventually sleep patterns adjust to basically just having brief naps dispersed throughout the day rather than sleeping for an entire night. This may potentially cause problems for their bodies, or they may adjust without problem.
- Other stuff I'll get around to adding...
- Maybe...
Hello there, and welcome! My name is Never, and I’m here to explore some of the political and strategic goings-on in the world of Skyrim during its Civil War. Sound fun? Then let’s read on!
Now, maybe I’m just this crazy nerd that’s always hyped up on history, but I found the questions of the factions’ ideologies, moral convictions of individuals, right and wrong, political rhetoric, and strategy to be absolutely fascinating. Those are the sorts of things that I believe would be interesting to explore here. While there will be some combat during roleplay, most of the story will be about the beliefs and decisions of the characters, whether they are a common soldier or Ulfric/Tullius himself. The question of “What happened?” is still important, but the questions of “Why?” and “How?” are the ones that will be the primary focus.
If you have any comments or questions, let me know! This is my first time hosting a roleplay on this site, so suggestions are appreciated.
Rules/Guidelines
These are just basic guidelines and explanations. Most of it should be pretty obvious, but I’m placing it here just to avoid potential confusion. These may be edited if necessary.
1. Basic roleplay stuff. Be polite, no OOC drama (IC is fine, though!), please avoid one-liners, avoid excessive graphic content, etc.
2. The main focus of this roleplay is with those involved in the war, so soldiers, diplomats, government officials, etc. However, average citizens may be accepted as well, if you wish. Try to think about how the conflict affects them and their lives, if they have any connections to one side or the other, how their lives will change if one side gets power, etc. Dragonborn are not being accepted, though a character may know a shout or two if they have been trained.
3. If there ends up being a big enough group to warrant it, I may request separate tabs for the Stormcloaks and Imperials, but for now they will be on one tab. Please be polite and do not use this knowledge in-character unless there is a reasonable explanation for it.
4. To keep military and political conflicts fair, whichever character or faction is challenged is the one that will determine the outcome in their post. This doesn’t mean that the challenged side will always be the victor, but that they are the ones to decide how the factors at play might would reasonably end up.
5. On a similar note, please use logic when deciding on a course of action. A single soldier is not going to decide to take out an enemy fortress “just because”. However, this fortress may be desirable for its strategic placement, there may be reconnaissance gathered on its strengths and weaknesses, and a general may develop a plan to lead his men to capture it.
6. While this is not a combat-based roleplay, characters will probably see battle, and very well may be injured, captured, or even killed. Please do give a player warning before attempting to kill their character, but also be willing to make concessions if you insist on saving your character’s life. Please don’t be overly graphic, even in battle.
7. Canon characters are available for roleplay, but please have an OC as well. If you have claimed a canon character but are not online at the time that this particular character is needed, then somebody else may write for the character (canon only, not OC) in your absence. When you return, you may write for them again or pass them off to someone else. This is to help avoid the roleplay grinding to a halt because a crucial character is unavailable.
Last edited by a moderator: